# In the Air and in the Water

*The Stable, Mounts, Barding, and Mounted Combat for Exodus NDS. Source: https://exodusnds.com/sourcebooks/the-stable/in-the-air-and-in-the-water*

## Elevation

A flying mount is at one of three elevations above the ground.

| Elevation | Height | From the ground it is |
|:--|:--|:--|
| **Low** | Rooftops and treetops | Short range, straight up |
| **Medium** | A bowshot | Medium range |
| **High** | Above the clouds on a low day | Long range |

Changing elevation by one step is a maneuver. Horizontal range bands work as on the ground. A target below at a different elevation is at the farther of the two distances.

**Taking off** is a maneuver and needs room: a clear run of Short range, or a drop. **Landing** is a maneuver. Landing in a space tighter than the mount's wings is an Average Riding check.

**A flyer must keep moving.** A flyer that does not move in a round descends one elevation, unless it has **Hover**.

**Weather.** Strong wind adds 1 Bane Die to Riding checks in the air, and a storm adds 2. Most flyers refuse a storm.

## The Stoop

A flyer with **Stoop** that descends at least one elevation and then attacks in the same turn adds 1 Boon Die and 2 damage to its own attack, or its rider's. It is the charge of the air and follows the same limits: not in two turns running.

A flyer without Stoop may still dive. It gains nothing from it.

## Fighting in the Air

- Mounted combat works as in Chapter 4.
- A rider without a **flight harness** makes an Easy Riding check at the start of each turn the mount climbed, dived, or was hit. On a failure the rider falls.
- A flyer whose Wounds exceed half its Wound Points must land: it descends one elevation a round until it does.
- A flyer that is incapacitated falls, with its rider if the rider is strapped in.

### Falling

| Fall from | Damage |
|:--|:--|
| Low | 6, and a Critical Injury |
| Medium | 12, and a Critical Injury at +20 |
| High | 20, and a Critical Injury at +40 |

Damage is reduced by Resistance. A rider strapped to a falling mount takes the damage of one elevation lower, since the wings slow it. Falling into deep water reduces the damage by half.

A falling rider has one round for each elevation above Low before hitting the ground. That is time for someone on another mount to try a catch: a Hard Riding check to get there and a Hard Athletics check to hold on.

## Depth

A swimming mount is at one of three depths.

| Depth | What it means |
|:--|:--|
| **Surface** | The rider's head is in the air |
| **Shallows** | Light from above. A diver's depth |
| **Deep** | Dark and cold. Nothing from the surface sees or reaches it |

Changing depth by one step is a maneuver.

### Breath

A rider under water holds breath for a number of rounds equal to Might plus Fortitude ranks. Each round after that takes an Average Fortitude check, one step harder each round. On a failure the rider suffers 3 Strain, and 3 Wounds once Strain is full.

A **Surface Rider** mount brings its rider up for air whenever it is not told to stay down.

### Fighting in the Water

- Weapons that swing add 2 Bane Dice under water. Thrusting weapons, and anything fired by a spring or a band, add none. Bows and powder do not work.
- A rider without a **water saddle** makes an Easy Riding check at the start of each turn the mount dived, turned hard, or was hit, or is left behind.
- **Armour.** A rider in armour of Encumbrance 4 or more who leaves the saddle sinks one depth a round. Getting out of armour under water is an action for each point of its Encumbrance.

A swimmer whose Wounds exceed half its Wound Points makes for the shallows or the shore.

## Dragons

A wyvern is an animal. A dragon is not.

In most worlds a true dragon is a person: older than the kingdom, cleverer than its visitors, and under no obligation to anyone. It is not bought, broken, or trained, and it has no entry in this book.

**A dragon that chooses to carry someone** is an ally with its own mind. Use its profile from the Universe's bestiary and these rules.

- The dragon acts on its own turn and makes its own decisions. The rider makes no Riding checks and gives no orders. The rider may ask.
- The rider is a passenger with a view: mounted combat rules apply to the rider's attacks, and the rider needs a harness to stay on.
- What the dragon wants in return is the adventure.

A Universe whose dragons are beasts may give its young dragons a mount entry of their own, using the Wyvern as the model.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/the_stable/the-stable-cove.jpg" alt="A hidden cove" loading="lazy">
